SkeletalAnimationScripting.cc 5.51 KB
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/*===========================================================================*\
*                                                                            *
*                              OpenFlipper                                   *
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*      Copyright (C) 2001-2011 by Computer Graphics Group, RWTH Aachen       *
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*                           www.openflipper.org                              *
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*--------------------------------------------------------------------------- *
*  This file is part of OpenFlipper.                                         *
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*  OpenFlipper is free software: you can redistribute it and/or modify       *
*  it under the terms of the GNU Lesser General Public License as            *
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*  OpenFlipper is distributed in the hope that it will be useful,            *
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\*===========================================================================*/

/*===========================================================================*\
*                                                                            *
*   $Revision$                                                       *
*   $LastChangedBy$                                                 *
*   $Date$                    *
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\*===========================================================================*/

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#include "SkeletalAnimationPlugin.hh"

void SkeletalAnimationPlugin::setDescriptions(){
  
  emit setSlotDescription("attachSkin(int,int)",tr("Attaches a mesh to a skeleton as skin. Each are identified by their objectIds"),
                          QString(tr("SkeletonObjectId,SkinObjectId")).split(","),
                          QString(tr("id of the skeleton object, id of the skin object")).split(","));

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  emit setSlotDescription("detachSkin(int,int)",tr("Remove a specific skin from the skeleton"),
                          QString(tr("SkeletonObjectId,SkinObjectId")).split(","),
                          QString(tr("id of the skeleton object, id of the skin object")).split(","));

  emit setSlotDescription("clearSkins(int)",tr("Remove all skins from a skeleton"),
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                          QStringList(tr("SkeletonObjectId")), QStringList(tr("ID of the skeleton object")));
}

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bool SkeletalAnimationPlugin::attachSkin(int skeletonId, int skinId) {
  BaseObjectData* skeleton = NULL;
  if (!PluginFunctions::getObject(skeletonId, skeleton)) {
    emit log(LOGERR, "Could not retrieve skeleton");
    return false;
  }
  
  BaseObjectData* skin = NULL;
  if (!PluginFunctions::getObject(skinId, skin)) {
    emit log(LOGERR, "Could not retrieve skin");
    return false;
  }
  
  attachSkin(skin, skeleton);

  return true;
}

bool SkeletalAnimationPlugin::detachSkin(int skeletonId, int skinId) {
  BaseObjectData* skeleton = NULL;
  if (!PluginFunctions::getObject(skeletonId, skeleton)) {
    emit log(LOGERR, "Could not retrieve skeleton");
    return false;
  }
  
  BaseObjectData* skin = NULL;
  if (!PluginFunctions::getObject(skinId, skin)) {
    emit log(LOGERR, "Could not retrieve skin");
    return false;
  }

  detachSkin(skin, skeleton);

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  return true;
}

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bool SkeletalAnimationPlugin::clearSkins(int skeletonId) {
  BaseObjectData* skeleton = NULL;
  if (!PluginFunctions::getObject(skeletonId, skeleton)) {
    emit log(LOGERR, "Could not retrieve skeleton");
    return false;
  }

  clearSkins(skeleton);

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  return true;
}

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void SkeletalAnimationPlugin::updateSkins(){
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  for (unsigned int i=0; i < activeSkeletons_.size(); i++){

    //get active skeleton
    BaseObjectData* baseObject = 0;
    PluginFunctions::getObject(activeSkeletons_[i], baseObject);

    if ( baseObject == 0 )
      continue;

    SkeletonObject* skeletonObject = dynamic_cast<SkeletonObject*>(baseObject);

    AnimationHandle hAni = skeletonObject->skeletonNode()->activePose();
    UpdateSkins(skeletonObject, hAni);
  }
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}